Skip to content

Search

Documentation

sprite component

A textured 2D quad at the node, sized by pixels_per_unit. columns and rows, or a sprite_sheet in sheet, cut it into frames frame picks.

Tällä sivulla

2d · render · 27 properties · 2D

A textured 2D quad at the node, sized by pixels_per_unit. columns and rows, or a sprite_sheet in sheet, cut it into frames frame picks.

In a scene, sprite is the node key that applies it. A script reaches each property below as a field on node.sprite: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.sprite.get() and node.sprite.set(table).

Properties

property type default description
blend_mode enum auto How the surface lands on what is under it: straight alpha, a colour that already carries its alpha, added light, multiplied shade, screen, or opaque. auto is premultiplied for a texture uploaded with premultiply, else alpha One of auto, alpha, premultiplied, add, multiply, screen, opaque.
centered bool true Centre the image on the node; off puts its top-left corner there
color color [1,1,1,1] Tint, as channel floats or #rrggbb / #rrggbbaa
cull_back_faces bool false Skip a triangle whose back faces the viewer, as a negative scale turns one
dot_color color [1,1,1,1] The dots' colour
dot_size float 0 Size of a dot drawn on every vertex; zero draws none At least 0.
dot_sizing enum world What dot_size counts: world is world units, which the camera's zoom scales, screen is pixels One of world, screen.
draw_surface bool true Whether the surface draws; off leaves the wireframe and the dots alone
flip_x bool false Mirror horizontally
flip_y bool false Mirror vertically
frame int 0 Current sheet cell, counted left-to-right then top-to-bottom At least 0.
material asset · material — The material this draws with; empty draws with the built-in one
nine_slice_margins_pixels vec4 [0,0,0,0] Left, right, top and bottom margins in texture pixels: the corners keep their size at pixels_per_unit while the edges and the middle stretch to size. All zero takes the margins from the sheet's first slice with a center, drawing that slice's part of the frame, and draws one plain quad without one
normal_map asset · texture — A tangent-space normal map: the node then draws lit per pixel by every light2d, after the light map and over what it lit, with no shadow. Empty leaves it to the light map. Give the image srgb = false
normal_strength float 1 How far the normal map bends the surface; zero lights it flat At least 0.
offset vec2 [0,0] Where the image sits against the node, in texture pixels with y down; turns and scales with the node
pixels_per_unit float 0 Texture pixels per world unit; 0 takes the texture's own pixels_per_unit import setting, which is 100 unless it says At least 0.
region_origin vec2 [0,0] Top-left corner of the atlas cell to draw, in texture pixels; used with region_size
region_size vec2 [0,0] Size of the atlas cell to draw, in texture pixels; [0, 0] draws the whole image and sizes the quad from the cell
sheet asset · sprite_sheet — A sprite_sheet whose frames frame indexes; its texture is drawn unless texture names another, and it wins over columns, rows and the region
shininess float 16 How tight the highlight is on a normal-mapped node; higher is smaller and sharper At least 1.
size vec2 [0,0] Whole size in world units; [0, 0] sizes from the texture
specular_strength float 0 How bright a light's highlight is on a normal-mapped node; zero draws none At least 0.
texture asset · texture — Image file, project-relative, or a texture asset that reads it with settings of its own. Empty draws nothing
wireframe_color color [1,1,1,1] The wireframe's colour
wireframe_sizing enum world What wireframe_width counts: world is world units, which the camera's zoom scales, screen is pixels One of world, screen.
wireframe_width float 0 Width of a line drawn along every triangle edge, not the outline; zero draws none At least 0.

Asset types this component references: material, texture, sprite_sheet.